To quote: There are literally hundreds of treasures and artifacts in UNCHARTED: Golden Abyss that help tell the backstories of the game's locations and characters, and all are tied to Trophies.

To provide some extra incentive to explore every nook and cranny in the game, we added hidden paths throughout every level – finding everything will be a challenge!

But we also decided to create Treasure Maps for those who want all the game's Trophies but who aren't keen on exploration, or just want a hint now and then.

Since UNCHARTED: Golden Abyss is a portable game, it's not always easy to hop online and look up an FAQ. For that reason, we decided to offer DLC that integrates the Treasure Maps directly into Drake's Journal.

When you buy and install the maps, a new Treasure Map Icon appears on the Chapter page for each level. Tap the icon to bring up the map.

You'll be greeted with a full-screen image of the level showing all of its major landmarks and the locations of rubbings, photos, artifacts, treasures and Mysteries. And in case you were wondering, there are 34 maps...

To quote: As we get closer and closer to the European launch of the PS VITA and Uncharted: Golden Abyss, myself and all the guys at Bend Studio are getting pretty amped.

For us it's been a long time in the making, from early brainstorming sessions on the PS VITA itself beginning in 2008, through production, which wrapped up at the end of 2011. When given the opportunity to create a launch title for Sony's new next-gen handheld, we jumped at the chance. When asked what game we'd like to make, we said Uncharted! Here's why.

From the beginning, our goal was to create a great Uncharted game, to give players, including ourselves, more of what they love, but with the PS VITA's unique spin.

The cinematic experience, the gunplay and weapons, the compelling story and characters, the mystery and treasure hunting based on real history, the puzzles, the platforming, and of course, the colourful and detailed imagery... it's all there. But it's on a gorgeous five inch screen that you can take with you.

To quote: Learning how to bring characters to life with all the nuances of personality, habits, quirks and mannerisms was really Sony Bend's first and most important job when we started to work on Uncharted: Golden Abyss.

We have an awesome example in the Uncharted series, and we wanted to give the characters a level of depth that transcends the screen. These videos show just a glimpse of our process and how we worked with our eclectic cast of characters.

I'm no stranger to writing, having written all the Syphon Filter games, but this title taught me some new tricks. By the time we started shooting in February 2011, I had gone through over 40 revisions, changing everything from setting, characters, names, dialogue and action. If we count all the in-game VO dialogue, we ended up with over 400 pages of script for Uncharted: Golden Abyss.

Of course, writing and performance capture was just beginning. What followed was an intense year of motion capture clean-up, animation,...